Phase 28: diplomatic mail UI (work in progress) #11
Merged
developer
merged 19 commits from 2026-05-16 20:56:17 +00:00
feat/ui-stage-28 into development
19 Commits
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2119f825d6 |
mail UI: dedupe broadcast fan-out and drop in-game admin compose
Two issues surfaced once the long-lived dev environment finally
reached the diplomail view:
1. `/sent` returns one row per recipient for broadcast and admin
fan-outs (so the admin tooling can render the materialised
audience). The list pane fed all rows into the stand-alone
bucket, so the `{#each entries as e (entryKey(e))}` key in
`thread-list.svelte` collapsed to the same `standalone:${id}`
for every recipient and Svelte 5 aborted the render with
`each_key_duplicate`. Dedupe stand-alones by `message_id` in
`buildEntries`.
2. The compose dialog exposed an `admin` kind toggle gated on
"owner of game". That was a Phase 28 plan decision, but admin
compose is an operator tool (server admin), not an in-game
action — every game owner should not be able to broadcast
admin notifications. Drop the admin option, the audience
sub-toggles, and the admin path through `submit`. The
`MailStore.composeAdmin` wrapper and the backend RPC stay so
the future admin UI can call them.
Vitest covers the fan-out dedup with three rows sharing one
`message_id` collapsing to a single stand-alone entry.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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57e6c1d253 |
gateway: CORS allow-list for the authenticated Connect-Web surface
The public REST listener already exposes `GATEWAY_PUBLIC_HTTP_CORS_ALLOWED_ORIGINS`; the authenticated Connect-Web listener on the separate gRPC port had no equivalent. That worked in `tools/local-dev` (Vite proxy makes everything same-origin) and would work in production once UI and gateway share a single hostname, but the long-lived dev environment serves the UI from `https://www.galaxy.lan` and the gateway from `https://api.galaxy.lan` — every `/galaxy.gateway.v1.EdgeGateway/*` fetch failed in the browser with the WebKit "Load failed" generic message because the response carried no `Access-Control-Allow-Origin` header. Lobby rendered as "[unknown] Load failed" with no game. Mirror the public-REST CORS surface for the authenticated handler: - new env `GATEWAY_AUTHENTICATED_GRPC_CORS_ALLOWED_ORIGINS`; - new `AuthenticatedGRPCConfig.CORSAllowedOrigins` field; - new `grpcapi.withCORS` middleware wrapping the Connect mux; - dev-deploy stack sets the env to `https://www.galaxy.lan`. The middleware speaks plain net/http (the Connect handler is mounted on a ServeMux, not gin), handles preflight 204 immediately, and exposes the Connect-Web header set the browser needs to read the response (`Grpc-Status`, `Grpc-Message`, `Connect-Protocol-Version`). Empty allow-list disables the middleware — production stays at "single hostname" by default. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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4b2a949f12 |
dev-deploy Caddy: route Connect-Web traffic to gateway :9090
`api.galaxy.lan` was proxying every path to `galaxy-api:8080` (the public REST listener), so authenticated Connect-Web calls (`/galaxy.gateway.v1.EdgeGateway/ExecuteCommand`, `/galaxy.gateway.v1.EdgeGateway/SubscribeEvents`) collapsed to a 404 from the public route table — the lobby loaded the static bundle but every authenticated query failed silently. Split routing by path: `/galaxy.gateway.v1.EdgeGateway/*` goes to the authenticated listener on `:9090`, everything else stays on `:8080`. Mirrors the Vite dev-server proxy in `ui/frontend/vite.config.ts`. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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81917acc3e |
dev-deploy: enable Dev Sandbox bootstrap and synthetic-report loader
Two long-standing dev-environment ergonomics had not survived the move from the bespoke local-dev stack to the CI-driven dev-deploy: 1. `BACKEND_DEV_SANDBOX_EMAIL` defaulted to an empty string in the dev-deploy compose, so the auto-provisioned "Dev Sandbox" game never appeared on `https://www.galaxy.lan`. Bake `dev@galaxy.lan` as the default — matches `.env.example` and lets a developer who logs in with that email find a ready-to-play game in the lobby. 2. The lobby's synthetic-report loader was gated on `import.meta.env.DEV`, which is true only for `vite dev` (the tools/local-dev path). The long-lived dev environment builds with `vite build` (production mode), so the section was always stripped from its bundle. Gate it on an explicit `VITE_GALAXY_DEV_AFFORDANCES` flag instead and set it both in `.env.development` (preserves `pnpm dev` behaviour) and in the `dev-deploy.yaml` build step. The `prod-build.yaml` build path leaves the flag unset, so production stays clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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859b157a59 |
auth dev-fixed-code bypasses attempts cap; dev-deploy gains manual dispatch
Two problems showed up while trying to log into the long-lived dev
environment with the dev-fixed code `123456`:
1. `ConfirmEmailCode` checked the per-challenge attempts ceiling
*before* the dev-fixed-code override. A developer who burned past
`ChallengeMaxAttempts` on an existing un-consumed challenge (easy
to trigger when the throttle reuses one challenge_id) hit
`ErrTooManyAttempts` and the UI rendered "code expired or already
used" even though the fixed code was correct. Reorder so the
dev-fixed-code branch runs first and bypasses both the bcrypt
verify and the attempts gate. Production stays unaffected
because production loaders refuse to set `DevFixedCode`.
2. `dev-deploy.yaml` only fires on push to `development`, so the
matching docker-compose default change for
`BACKEND_AUTH_DEV_FIXED_CODE` could not reach the running stack
before this PR merged. Add `workflow_dispatch: {}` so a developer
can deploy any branch — typically a feature branch under review —
from the Gitea Actions UI without waiting for the merge.
Covered by a new `TestConfirmEmailCodeDevFixedCodeBypassesAttemptsCeiling`
integration test that burns through the ceiling with wrong codes
then proves the dev-fixed code still produces a session.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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166baf4be0 |
battle-viewer e2e: mock user.games.battle ConnectRPC command
Phase 28 moved the battle fetch off the REST passthrough onto the signed envelope, so the Playwright spec's `page.route(...)` against the old REST path no longer intercepts anything and the viewer times out waiting for data. Update the spec to: - Build a FlatBuffers `BattleReport` payload in `fixtures/battle-fbs.ts` (mirrors `report-fbs.ts`'s pattern). - Add a `user.games.battle` case to the ExecuteCommand mock that decodes the FBS `GameBattleRequest`, returns the encoded report when the battle_id matches the seeded one, and surfaces a canonical `not_found` resultCode otherwise. - Drop the obsolete REST route stubs. - Drive the negative-path test with a real UUID that does not match the seeded one, so the gateway-side switch is the source of the 404 (the old `missing-uuid` literal was no longer a valid wire shape for the UUID decoder). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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ebd156ece2 |
battle-fetch: migrate to user.games.battle ConnectRPC command
Tests · UI / test (push) Has been cancelled
Tests · Go / test (pull_request) Successful in 2m6s
Tests · Go / test (push) Successful in 2m7s
Tests · Integration / integration (pull_request) Successful in 1m47s
Tests · UI / test (pull_request) Failing after 3m42s
The Phase 27 BattleViewer was the last UI surface still issuing raw
fetch() against the backend REST contract (`/api/v1/user/games/...
/battles/...`). The dev-deploy gateway never proxied that path, so
the viewer worked only in tools/local-dev/. Move it onto the signed
ConnectRPC channel every other authenticated surface already uses.
Wire pieces:
- FBS GameBattleRequest in pkg/schema/fbs/battle.fbs, regenerated
Go + TS bindings.
- MessageTypeUserGamesBattle constant + GameBattleRequest struct in
pkg/model/report/messages.go.
- pkg/transcoder/battle.go gains GameBattleRequestToPayload and
PayloadToGameBattleRequest helpers.
- gateway games_commands.go switches on the new message type and
GETs /api/v1/user/games/{id}/battles/{turn}/{battle_id}; the JSON
response is re-encoded as a FlatBuffers BattleReport before being
returned. 404 from backend surfaces as the canonical `not_found`
gateway error.
- ui/frontend/src/api/battle-fetch.ts now builds the FBS request,
calls GalaxyClient.executeCommand, and decodes the FBS response
into the existing UI shape (Record<string,string> race/ship maps,
string-form UUID). BattleFetchError carries an HTTP-style status
derived from the result code so the active-view's not_found branch
keeps working.
- battle.svelte pulls the GalaxyClient from the in-game shell
context. While the layout's boot Promise.all is in flight the
effect stays in `loading` until the client handle becomes
non-null.
- ui/Makefile FBS_INPUTS gains battle.fbs.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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8bc75fd71b |
dev-deploy: default BACKEND_AUTH_DEV_FIXED_CODE to 123456
The long-lived dev environment now opts into the bcrypt-bypass on a fresh `up`/`rebuild` so a returning developer can sign in with `123456` even after the matching browser session was cleared (the real emailed code is single-use). Set the variable to an empty string in `.env` to force real Mailpit codes (mail-flow QA). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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1556d36511 |
Phase 28: mark stage done after CI gate green
Gitea runs at commit
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6d0272b078 |
Phase 28 (Step 11): Vitest coverage for MailStore threading
`tests/mail-store.test.ts` exercises the `entries` derived rune with handcrafted inbox + sent fixtures: - personal messages exchanged with one race collapse into a per-race thread with messages sorted oldest → newest; - system mail (`sender_kind=system`) and admin notifications (`sender_kind=admin`) surface as stand-alone items even when a race-name snapshot is present; - the caller's own paid-tier broadcasts (`broadcast_scope= game_broadcast`) render as stand-alone outgoing items; - `unreadCount` counts inbox rows with `readAt === null`. The store fields are mutated directly to avoid wiring a fake `GalaxyClient`; the underlying `$derived` rune fires whenever those fields change. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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c48bc83890 |
Phase 28 (Step 10): docs — diplomail UI topic + FUNCTIONAL mirror
- `ui/docs/diplomail-ui.md`: new topic doc covering the wire surface, recipient-by-race-name decision, threading model, translation toggle, push events, badge, layout, and accessibility. - `docs/FUNCTIONAL.md` §11.4 grows a paragraph that records the UI's per-race threading rule, the absent read-receipt UX, and the recipient-by-race-name compose path. Mirrored verbatim into `docs/FUNCTIONAL_ru.md`. - `ui/PLAN.md` Phase 28 marked done with a "Decisions during stage" block matching the implementation plan, and the artifact list updated to the actual file set. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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db81bd8e08 |
Phase 28 (Steps 7+8): header unread badge + push/init wiring
Step 7 — header view-menu badge.
`view-menu.svelte` reads `mailStore.unreadCount` and renders an
inline pill next to the "diplomatic mail" entry whenever the
counter is non-zero. The badge styling matches the per-row dot in
`thread-list.svelte` so the two surfaces feel consistent.
Step 8 — push event handler + MailStore init in the in-game layout.
`routes/games/[id]/+layout.svelte`:
- registers a `diplomail.message.received` handler alongside the
existing `game.turn.ready` / `game.paused` ones, parses the
signed payload, calls `mailStore.applyPushEvent` to refresh the
inbox for the matching game, and raises a toast with a "view"
deep-link that navigates to `/games/:id/mail`;
- adds `mailStore.init({ client, cache, gameId })` to the boot
`Promise.all` so the inbox + sent lists are warm by the time the
view mounts, and the badge counter is populated before any user
interaction;
- disposes the new subscription in the `onDestroy` block so a game
switch does not leak handlers across navigations.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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f7300f25a3 |
Phase 28 (Steps 6+9): mail active view + i18n keys
Step 6 — mail active view + subcomponents. - `lib/active-view/mail.svelte` replaces the Phase 10 stub with the list / detail layout: two-pane on desktop, one-pane stack on mobile (CSS media query, no separate route). - `lib/active-view/mail/thread-list.svelte` renders per-race threads collapsed to their last message plus stand-alone system / admin / outgoing-broadcast items, with unread badges. - `lib/active-view/mail/thread-pane.svelte` is the chat-style transcript for one race; bodies render through `textContent`, per-message Show original / translation toggles flip the rendering when a translated body is present, and a persistent reply box at the bottom calls `mailStore.composePersonal`. - `lib/active-view/mail/system-item-pane.svelte` renders one stand-alone item read-only with the same translation toggle. - `lib/active-view/mail/compose.svelte` is the compose dialog: recipient race picker fed from `report.races[]`, kind toggle (personal / broadcast / admin), admin sub-toggle for target user / all and recipient-scope picker. Server-side enforces paid-tier and owner gating; the UI surfaces 403 inline. - `lib/active-view/mail/system-titles.ts` keeps the keyword → i18n-title mapping for lifecycle-hook system mail so both the list and the detail pane pick the same canonical title. Step 9 — i18n strings (en + ru). `game.mail.*`, `game.view.mail.badge`, `game.events.mail_new.*`, `game.mail.system.*` keys added in lockstep across both locales covering compose labels / validation copy / per-system titles / translation toggle / reply / delete affordances. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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fdd5fd193d |
Phase 28 (Step 5): MailStore reactive state
Adds `src/lib/mail-store.svelte.ts` — the reactive store that
coordinates the in-game mail view. Responsibilities:
- holds the inbox and sent listings for the current game and fires
the initial parallel fetch (`fetchInbox` + `fetchSent`) on
`setGame`;
- exposes a `entries` derived rune that builds the unified list
pane: per-race threads merged from incoming + outgoing personal
messages, plus stand-alone items for system / admin / own
paid-tier broadcasts. Thread messages are sorted oldest → newest
for chat-style rendering; the list itself sorts newest-first by
the most-recent entry timestamp;
- derives `unreadCount` from `readAt === null` rows for the header
view-menu badge;
- imperative `markRead` / `softDelete` actions with optimistic
state flips and roll-back on RPC failure;
- compose actions for personal / paid-tier broadcast / owner-admin
sends;
- `applyPushEvent(gameId)` hook called by the layout when a
`diplomail.message.received` push frame arrives; refetches the
inbox without trusting the preview payload;
- persists the most recent message id under
`cache.diplomail/${gameId}/last-seen` so a returning session can
pre-paint the badge without a network round-trip.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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7378d4c8ed |
Phase 28 (Step 4): UI api/diplomail.ts wrappers
Adds typed wrappers around `GalaxyClient.executeCommand` for the eight Phase 28 mail RPCs. Each wrapper builds the matching FlatBuffers request, decodes the response, and surfaces backend errors through a dedicated `MailError` (mirroring `LobbyError`). The compose helpers accept the recipient race name directly so the UI can feed it straight from `report.races[].name` without a membership lookup. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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4cb03736de |
Phase 28 (Step 3): gateway translators for user.games.mail.*
Adds the gateway-side translation layer that maps the eight new
ConnectRPC mail commands onto backend's
`/api/v1/user/games/{game_id}/mail/*` REST endpoints.
- `gateway/internal/backendclient/mail_commands.go` defines
`ExecuteMailCommand` and one helper per command (inbox, sent,
message.get, send, broadcast, admin, read, delete). Each helper
decodes the FlatBuffers request envelope, issues the REST call
via the existing `*RESTClient.do`, decodes the JSON body, and
re-encodes a typed FlatBuffers response. Recipient identifiers
travel through unchanged so the new `recipient_race_name`
shortcut introduced in Step 1 reaches backend untouched.
- `routes.go` exposes a `MailRoutes` constructor and a matching
`mailCommandClient` implementing `downstream.Client`.
- `cmd/gateway/main.go` registers the new routes alongside the
existing user / lobby / game-engine routes.
- `mail_commands_test.go` covers the inbox, send-by-race-name, and
read-state paths end-to-end against an `httptest.Server`,
asserting request shapes (path, body, X-User-ID) and the
decoded FlatBuffers response.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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57d2286f5e |
Phase 28 (Step 3a): /sent returns full message detail per recipient
Phase 28's in-game mail UI threads sent messages by the recipient race name, so the bulk `/sent` endpoint now returns the same `UserMailMessageDetail` shape as `/inbox` — single sends contribute one row per message, broadcasts contribute one row per addressee and the UI collapses them by `message_id` into a stand-alone item. - `Store.ListSent` / `Service.ListSent` switched from `[]Message` to `[]InboxEntry`. SQL grows an INNER JOIN with `diplomail_recipients`. - Handler emits `userMailMessageDetailWire` items; the deprecated `userMailSentSummaryWire` is removed. - `openapi.yaml`: `UserMailSentList.items` now reference `UserMailMessageDetail`; the standalone `UserMailSentSummary` schema is dropped. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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fed282f2d2 |
Phase 28 (Step 2): FBS schemas + message-type constants for mail
Tests · UI / test (push) Has been cancelled
Tests · Go / test (pull_request) Successful in 2m4s
Tests · Go / test (push) Successful in 2m5s
Tests · Integration / integration (pull_request) Successful in 1m54s
Tests · UI / test (pull_request) Successful in 2m50s
Adds the wire schema for the eight `user.games.mail.*` ConnectRPC commands together with the shared payload types (`MailMessage`, `MailRecipientState`, `MailBroadcastReceipt`). Send-request tables carry the optional `recipient_race_name` introduced in Step 1. Drops: - `pkg/schema/fbs/diplomail.fbs` — schema sources; - `pkg/schema/fbs/diplomail/*.go` — generated Go bindings (flatc `--go --go-module-name galaxy/schema/fbs`); - `pkg/model/diplomail/diplomail.go` — message-type catalog used by the gateway router; - `ui/frontend/src/proto/galaxy/fbs/diplomail/*.ts` — generated TS bindings consumed by the upcoming UI client wrapper; - `ui/Makefile` `FBS_INPUTS` extended to pick the new schema up on the next `make -C ui fbs-ts` run. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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7b43ce5844 |
Phase 28 (Step 1): backend support for race-name mail send
Phase 28's in-game mail UI groups personal threads by the other party's race. To support that without an extra membership-listing RPC, the diplomail subsystem now: - accepts `recipient_race_name` on `POST /messages` and `POST /admin` (target=user) as an alternative to `recipient_user_id`; the service resolves it via the existing `Memberships.ListMembers(gameID, "active")` and rejects with `forbidden` when the matching member is no longer active; - snapshots `diplomail_messages.sender_race_name` at send time for every player sender (admin / system rows stay NULL). The UI keys per-race threading on this column. Schema, openapi, README, and a focused e2e test for the new path (happy path + dual / missing / unknown / kicked errors) land in this commit; the gateway + UI legs follow in subsequent commits on this branch. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |